Strategy Talk. Kind of.... (in General)


BootyGod October 21 2006 2:42 PM EDT

Thanks in advance for reading all of this :)


Another stab in my quest for the perfect strategy.

But first I wish to talk about a little of what brought me here.

A few months ago I had an enlightening talk with someone (who will remain un-named, but thanks =D for your help) who told me an obvious fact that I had never realized.

The only way to build the perfect strategy is to base it arounds things that can't be reduced and are effective against all strategies.

There aren't many of these. AC, ToE, RoS, PL, Weapon stats, UC, HP, some EC, RoBF (almost).

Now a strategy based around these things would be a "good" strategy. But I doubt it would be perfect. Notice, the best minion by above stats is a wall. Most walls use at least 1/3 of the above stats.

This led me to decide that a wall strategy would be the best. No one deals with them easily.

So then I went to what can hide behind a wall the best? Then what KIND of wall should it be?

I thought I had a great wall strategy, just to realize, DUH, walls can't deal damage. Maybe if I used GA, but then no... DM hurts it too much.

So then I decided I would have to waste -some- exp. But on what? Well, luckily, I have a MgS and a TSA already, so an anti-mage wall would be done easily.

So I have one minion in my perfect strategy worked out.

HP using HoD, TSA, MgS, CML, MgS, Tulks, SC, AoAC. If you can afford it give the wall 20k ST 4k BL and a BoNE. No reason not too if you got the cash.
Also, 20-30k PL would help dilute the mage damage more from damage dealer.

Well, tanks are simply strong. ToA tank, wielding VB, ELB, seekers on defense and normal on offense. Use bloodlust and make that wall earn its keep. EG, EB, HoE. It will need DX. ALso pump that + up. Whatever amulet you want, but I like AoM. Give this tank a BIT of AMF. No more then 1/5 of its total exp. You only want to annoy mages, let the wall stop them.

Third minion. This one will be an enchanter. EC. Just a huge, evil wall of EC. Put an RoE on him until you need the ToA. Season with protection to taste.

Perfect? No, not really. But I think there is something here. Sorry if I copied someones strategy. Wasn't my intention. But I think this strategy could compete. Rely on weapon for your damage, not your ST. Buff that DX. You have 25 rounds to live, and no strategy can live through 5 million damage. Thats only 100k damage per hit and only two hits per round...

So let me know what you think OR if you read ALL this.

Bok [brimstone killers] October 21 2006 3:05 PM EDT

i read it all

Hyrule Castle [Defy] October 21 2006 3:06 PM EDT

same here. I think you may have something there, but i dont know a lot of the shortcuts or what some items do :D. Ill look into it after work and get back to u later

Miandrital October 21 2006 3:10 PM EDT

Any decent evasion wall would easily stop this, and mages with evasion would own this. You would need a lot more AMF than what you have in order to beat mage teams, especially if the mage wall is in front.

Rubberduck[T] [Hell Blenders] October 21 2006 3:26 PM EDT

ToE effect can be reduced, it depends on the blow size and at a certain level it starts to reduce the damage reduction from the ToE.
With tank damage up and the prevalence of MM (FB and CoC can do it easily as well once the minion count is down to 2 or less) this reduction is quite easily achieved. To avoid it you need a good amount of pre ToE reductions.

UncleKracker October 21 2006 4:58 PM EDT

Enchant offenses require that the team you're facing is built a certain way. That's why the -perfect- team can't have any enchant offenses, except an AMF to take care of base decays.

The closest I can think of the perfect team:
Wall (HP + 20K AMF + Prot + PL)
ToA Tank (HP + Str + Dex + BL)
Mage Wall (HP + PL)

The Tank should be extremely large in comparison to the walls. If you want add a 4th minion with AS.

I know someone already has a build something like this, and it looks pretty good.

deifeln October 21 2006 5:03 PM EDT

Also, AC can be reduced.

/me says "Snicker Snacker"

QBJohnnywas October 21 2006 5:10 PM EDT

Evasion can be gotten past, if your tank is using a weapon that is big enough on the PTH, and with the ToA and it's bonus to PTH, at a certain level you're guaranteed a hit. So I wouldn't worry about evasion too much.

I would up the amount of AMF though. If you're running a strat like this as an NCB, with a RoE you will be able to get a pretty big AMF going. Build it up high and leave it. It'll come in handy as a back up to all that Wall's anti DD armour.

And where protection is concerned - ok it can be reduced by a decent DM, but it costs very little to get protection up to about (25), which will give your tank a decent damage reduction. And there aren't that many DMs about that will cut it down. Sometimes reducables are worth it lol!

Kong Ming October 21 2006 10:07 PM EDT

Don't bother about equipping a range weapon because you will probably miss more often than not. With evasion being so effective in range, most archers will miss unless you have at least +100 for your bow and you will lost one melee round. Imagine missing 4 rounds while your opponents keep pounding on you! Your wall should be at the back to stop MM mage and put a AoI on your tank and place it in front instead with the enchanter in the middle. Just my 2 cents worth...
This thread is closed to new posts. However, you are welcome to reference it from a new thread; link this with the html <a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001vv0">Strategy Talk. Kind of....</a>